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Cindygirl

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  1. Dawnguard.esm, HearthFire.esm, then Dragonborn.esm, Unofficial Skyrim Special Edition Patch.esp. Big mods like SMIM_Merged-ALL.esp need to be at the top, Above SKyui. Violens.esp will work anywhere so that doesn't matter. Move Bjin AIO.esp up after SMIM-Merged-ALL.esp, Bijin NPC right after Bjin AIO. Your mod order isn't too bad just you something went wrong. XPMSE.esp should be at the very bottom, never let any thing overwrite it. Move FNIS.esp after RaceMenuPlugin.esp Any animation mods you have keep them together with FNIS, example: dD - Realsitic Ragdoll Force - Realistic.esp then FNIS (I Remember Realistic Ragdoll and force was not needed, forgot the reason why, but that was for LE, not too sure for SSE). TruBy9.esp is more of a Bug fix, Move that up to the top above SMIM, So Skyrim knows to load that esp first. Potions.esp I'm guessing is a potion overhaul mod. Move that after SMIM. so it can overwrite it's textures. Skyrim particle Patch for ENB, little tricky because that sounds like a bug fix but also a texture fix. You can move it to the top, hopefully SMIM doesn't try to overwrite it. That Tree mod, Treeswindave.esp (I had a forest mod that caused crashing every so often) some tree mods I don't like but if it crashes near those trees then you know why. Move Treeewindave.esp after Moss rocks Long as it's after SMIM. Ug2Redux (aka Unbelivable grass) should go after any sky mod.
  2. Your load order is like a train wreck. Move Unofficial Skyrim Special Edition Patch.esp after Dragonborn.esm. I see you have a ESL plugin make sure to move that after any ESM (Sometimes you will have plugins that is flagged as a ESL do the same). Bug fixes should always go up to the top after the ESL. Big mods and overhauls should be next, like 3DNPC.esp, SMIM-SE-Merged-All.esp, Skyrim Better Roads - All In One - Merged.esp, Book Covers Skyrim.esp. Immersive Citizens, Next is Quest mods, If you have any installed, doesn't matter big or small still goes after the big mods. Always move XPMSE.esp to the very bottom in your load order. Any animation after that will try to overwrite it. (Well almost). Any mod that has the patches you installed needs to load after the mod it tries to patch, SSEedit will tell you the same thing. Weather Overhauls then Enviromental, grass mods water mods ect. After that is Mods that alter cities​, example JK skyrim. Mods that add expansions to that city Opencities can go there (Mostly crashes me lol) Look in the description of that mod carefully to avoid crashes with opencites is after that. Gameplay Changes, Combat magic overhaul ect ect. I personally put UI mods next Skyui , ihud. You could do the NPC Overhauls next, I mostly put mine where the big mods are located after bug fixes. Then any sound mod you have should go next and together example: Audio Overhaul. Next is Mods that edit NPC Inventory, Rich Merchants ect. Then CBBE OR UNP. Since you don't have bodlyslide it would say RacemenumorphsCBBE or RacemenumorphsUnnp, mostly want to load racemenu plugin there after that. Weapons amour and clothes mods is next. The rest of the load order should be specific mods that really need to load last, example: xpmse Alternate start, mods that remove game effects for performance.
  3. For one thing you showed your Installed mods. In the old nexusmods manager you have to click on plugins to show your load order. Load ordering is simple.
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